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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.02.17 22:57:00 -
[1] - Quote
I really didn't care much about the fact that our weapons are hitscan (hits as soon as you pull the trigger with no travel time) until someone called "I" on the Dust 514 IRC chat suggested these possibilities of diverse and meaningful ballistic effects to me:
Give shots travel time: leading shots would be needed for battles at certain ranges. Each kind of round would have their own speed. Plasma rounds (blasters, shotgun, assault rifle) should have the slowest travel speed. Then it should be regular projective rounds (SMG, HMG) should be the 2nd slowest. Railguns (forge gun, sniper, gauss rifle) should be supersonic. Lasers should remain hitscan. I'm not sure about electrolasers (scrambler pistol, scrambler rifles), they could be between projectile and railgun.
Add bullet drop: sniping would take more skill. The type of gun should determine the level of bullet drop; lasers get no bullet drop, while regular projectiles get the most bullet drop.
Plasma weapons: plasma weapons like the AR for example should get more range (distance until bullets disappear), and have damage based on range. They would be kind of like inverted laser rifles. The increased range will make long range AR use possible than before, but make long range use truly require skill since damage decreases over distance and rounds travel slowly.
The new ballistic properties and damage dropoff over distance could remove the need for the hard range cap (disapearing shots when range is exceeded). The plasma weapons disappearing shots make sense because its plasma contained in bullet shape by an electromagnetic field, and the field has to break sooner or later. Railguns, and regular projectiles should not just disappear. Lasers should gradually diffuse and drop damage as it exceeds its range.
This would be especially delicious when we have different types for the same roles. For example the current assault rifle and the upcoming gauss rifle are both basically assault rifles, but having their shots have different ballistics properties would make things way more diverse.
CCP Nullarbor said travel time for shots would put a greater load on the servers, and it it would increase latency. It doesn't have to come now, but I would like this for when the servers are ready for it in the future. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.18 05:22:00 -
[2] - Quote
No one else wants? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.20 00:42:00 -
[3] - Quote
Vermaak Doe wrote:Not so much for plasma being the slowest, it is compact lighting basically.
Lightning is plasma, but not all plasma is lightning. Lightning works very differently from our plasma guns anyway. Our guns package chunks of plasma in electromagnetic fields, and blast them out. The force of the mechanisms of of the gun is what determines the speed of the shot. I don't know how fast the plasma is shot out by the mechanism from the lore, but giving it slow speed would make ARs use at longer ranges harder and require more skill since long range is the laser's and sniper's domain, and not the AR's. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.20 08:46:00 -
[4] - Quote
Rachoi wrote:Kagoeshi, i rather dislike debating with you, since your ideas are genius a good chunk of the time.
this one... i'm afraid i have to.
the issue with the whole disappearing shots with the plasma weaponry is because the holding field for the little plasma charges fails after a certain distance, and the plasma disperses into the air. that is the reason why the ARs atleast have a flat range they can fire.
as for the Railgun Tech, those are... simply put... sublight projectiles. they are going beyond mark 10 in speed when they come out of the barrel, and those speeds tear apart nearly any slug, even depleted uranium goes to dust when fired from a railgun after a certain distance, just because of the immense speed and force on them. those will only go so far before they're little dust balls.
now the minmitar projectile tech... that is debatable, they could keep firing farther, very much so in fact, but doing that also puts the effective range of an SMG a bit too far, as well as the HMG, and beyond the range they're going now, the bullets would start to fall end over end, because i dont think the Minmatar use the same kind of firing tech we do, so means no gunpowder how we see it, possibly no barrel rifling beyond the bare working minimum. granted, that would still help, but i think bullet stability drops to a point where it just doesn't scratch shields at that point. the Electro-Lasers, as you put them... i think those are probably a good idea on firing speeds, but about it.
your ideas are great, but not really.. founded like most of your others are.
i don't want to burst your bubble... the Flaylock will probably drop or burst after a certain point, and the new Shoulder Cannon that should be out Soon[tm] would pitter out after a certain point, like the AR.
grand ideas...
I stated in the OP that the hard range limit for plasma weapons should stay, but that they should be extended. I do get that plasma weapons have their shots bundled into shape by EM fields that eventually collapse.
Railguns may be mach 10 in EVE ships, but infantry weapons are of a mach smaller scale to justify the lesser speed. They would still only be second to lasers in the way I'm proposing.
Spread increase over distance, bullet drop (they would have the most bullet drop in my idea), and maybe some other factors could be used to counteract the range increase for regular regular projectiles. I'm not sure what you mean by this phrase "the bullets would start to fall end over end". |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.21 22:11:00 -
[5] - Quote
pew pew pew! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3068
|
Posted - 2013.02.27 07:36:00 -
[6] - Quote
Weapon type differentiation would still be nice, doesn't have to be handled this way |
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